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Sentry placement on ctf_turbine

#  Jul 08, 2008 at 6:05 AM
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Jan 06, 2008
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Mister Chef 81921
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Specialty: Pyro
 

This has proven to be a really frustrating map for me as an Engineer.  The only sentry placement that I really like is when I can get a full set up on the opposing team's balcony.  That's no small feat, especially on a pub where you're not likely to get much support.

Just hiding in or near the intel is made of fail.  You may get a great KD ratio but playing too defensive on this map is a sure way to lose.  It's too easy to uber past defenses and spies have a field day with all the wide open spaces.  I think if you play Engie on this map then you have to march that sentry into enemy territory or else you're wasting your time.

Your thoughts?

#  Jul 08, 2008 at 6:23 AM
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Feb 05, 2008
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Thisbymaster 82758
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I find that for defending the intel on a pug with no backup is hard but you can take down most people.  If you have good fighters out front the people coming in will be hurt on the way it.  The only place that I have found to be effective is right next to the intel right between the two doors.  This way it screens both doors but has the railing there can stop rockets it also can cover the stairs as people walk down them.  The airduct is covered with the doors.  No this isn't going to stop everyone but should stop ninja grabs by scouts.  And if you want to stop spies as well, just stick with your sentry.  Yeah, I know it is boring and long.  That is the way you have to play to win the game.
#  Jul 08, 2008 at 6:36 AM
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mad_typist 83143
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If you can do it, putting a teleporter in their ducts and then setting up a sentry at the corner so that it kills them when they enter their ducts might be a fun way to play some offensive engie. It's tricky, but I think you could get it done, especially if you can convince another person to cover you while you build.

If not, Turbine is about helping your team as a defensive engie. It's not a waste to put a sentry on defense, if it makes the enemy waste an uber. If you can get your sentry up on that ledge facing the entrance to your intel corridor, you can take out a lot of enemies, since they usually expect the sentry further ahead in the intel room.
#  Jul 08, 2008 at 6:45 AM
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Cascade 83566
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You can't defend this map as a solo engineer. You need your team to push the enemy back. The flow should be like this:

About 2/3 of your team go out the front exit from the base. About 1/3 of your team (preferably a HW-medic included among them) regularly go out via the flag room. If they meet resistance, they call in reinforcements - this creates a continuous "push" out of your base which repels enemy attacks.

The purpose of your sentry is to allow the 1/3 of the team who go through the flag room to survive a strong enemy counterpush, until reinforcements arrive. It should also prevent ninja scout grabs, and it's your job to catch spies.

There are a number of good positions for this:
- On the high area with the health pack in your flag room corridor - build a dispenser at the flag room end of the raise area to get up here, also put an exit here
- In the flag room in the corner at the bottom of the stairs from the respawn, up against the pillar
- In the flag room in the low area, at the corner nearest both the respawn and the flag room corridor leading out
- In the flag room corridor where it can see the bottom of the stairs and look down the long stretch of the corridor
- In the flag room, against and in the middle of the wall which divides the flag room from the flag room corridor

So, the 1/3 of your team who are pushing out via FR should be able to use this sentry to retreat safely and hold off an attack.
#  Jul 08, 2008 at 7:32 AM
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Spacegirl 77817
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If you are trying to be useful, just put the Sentry in the Flag room somewhere thus forcing the opposing team to (probably) use an Uber to get it out. 
Otherwise, just do whatever you want to do to have the most fun!!! 
#  Jul 08, 2008 at 8:05 AM
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Fanlaen 82669
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Specialty: Sniper
Steam ID: Fanlaen
Clan: John Stamos Fan Club
 
Defense:
Intel room:
-On the stairs against the left wall
-In the hall opposite the window next to the ledge going up for the 25% health pack
-Under the vents against the wall
-Small health pack on the right
Keep rotating to keep them guessing. You're pretty useless if your team keeps giving them the halls or cant make them pop uber early.

Offense:
-On top of the left shipping cart
-Left battlements looking down
-In the bottom middle under their battlements
-In their hall going in the intel room
-In the other hall looking at the 25% health pack
-If you're really ballsy, run up the gate and try building one in their spawn hall

Just remember that turtling is stupid, know where your sentry's weak spot is and where the enemy is coming. Be already waiting in the shadows, when an enemy shoots your sentry, you shoot the enemy with your shotty or pistol depending on distance. He will die.
#  Jul 08, 2008 at 8:10 AM
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Dish 81764
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Quote:
Originally Posted by Fanlaen


Offense:
-On top of the left shipping cart
-Left battlements looking down
-In the bottom middle under their battlements
-In their hall going in the intel room
-In the other hall looking at the 25% health pack
-If you're really ballsy, run up the gate and try building one in their spawn hall


Offense:

Offense:

only Fanlaen....
#  Jul 08, 2008 at 8:18 AM
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Jan 06, 2008
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Mister Chef 81921
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Specialty: Pyro
 
Quote:
Originally Posted by Dish
Quote:
Originally Posted by Fanlaen


Offense:
-On top of the left shipping cart
-Left battlements looking down
-In the bottom middle under their battlements
-In their hall going in the intel room
-In the other hall looking at the 25% health pack
-If you're really ballsy, run up the gate and try building one in their spawn hall


Offense:

Offense:

only Fanlaen....

I kind of like his suggestions for offense!   I think Cascade has a pretty good plan, too, though.  Thanks to all for the detailed and thoughtful responses.
#  Jul 08, 2008 at 4:55 PM
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Hellblazer 77363
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Specialty: Engineer
 
I almost always put a sentry in the intel room for the first two or so minutes to prevent scout rushes. Beyond that, a sentry is much more useful in the middle, and thats where you'll find mine. The containers make for an excellent defensive-middle stronghold and the battlements make for an excellent offensive-middle placement
#  Jul 08, 2008 at 6:58 PM
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Feb 23, 2008
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Specialty: Heavy
Steam ID: kittymooglechan
 
This is my favourite map to play engi on, offensively or defensively you're going to score a lot of points, and do a lot for your team if you put your gun in the right place!

Good Spots:
- Enemy side of the midfield. Left and right sides used to be good but are now vulnerable to pyros due to their extra damage. Middle is vulnerable if attacked from both sides at once. Get two sentries up in this zone and you win.
- Intel room, against the left wall coming out of the spawn stairs, right in the middle, point it straight away from the wall. I usually kill 20-30 scouts a match with this one. Just keep the bad guys out of your vents
- Enemy Vents! LOL! Usually you don't get a sentry here, most of the time you're best off planting a teleporter, then trying to sneak out without being seen. If you get away with it, you're almost guaranteed a cap. If you get a level 3 up there, you're almost guaranteed a win.
- Health/Ammo alcoves on the left and right sides. Great place for a surprise sentry gun, it won't last long, and it won't cover a lot of area, but it's going to splat a few people. Even a level 1 will help.
- Ammo alcove near enemy spawn. This is easy to get rid of with a demoman, but in conjunction with a medic, pyro, and maybe a sniper, you can easily lock down their entire spawn.

Dumb Spots I See:
- On Battlements (yours or enemy's): This doesn't cover more than half of the midfield, and is vulnerable from the vents (demomen) or the ground (anything, especially soldiers/snipers/demomen)
- On top of crates: This is cool, but way too easily blown up. If you're keeping a sentry in this spot for more than 30 seconds, your team has already won.

Copyright 2007-2008 All Rights Reserved

Team Fortress 2


2 Guys 1 Kill: {TF2F} FlyingPenguin - (102 kill assists)
Captures Blocked: Nimbli Bimbli - (26 captures blocked)
Dominator: {TF2F} Bitch Nasty - (25 dominations)
Flags Captured: Corporal Clegg - (11 flags captured)
Flags Defended: MechaEdd - (12 flags defended)
Physician Assisted Homicide: {TF2F}SME®BUI©K - (271 medic kill assists)
Points Captured: {TF2F}SME®BUI©K - (30 points captured)
Revenger: Count_Flakula - (10 revenges)
Spy Power: Chro - (19 objects killed as spy)
Ubercharger: {TF2F}SME®BUI©K - (89 ubercharges)
Axe Man: {TF2F} Ninja Dude - (18 kills with fireaxe)
Axtinguished: {TF2F} BOOSH Rizzilio - (81 kills with axtinguisher)
Batter Up!: soup! - (16 kills with bat)
Biggest Prick: Sam - ClutchKill.com - (8 kills with syringegun)
Blood Sucker: {TF2F}SME®BUI©K - (30 kills with blutsauger)
Broke Backburner: {TF2F} FlyingPenguin - (223 kills with backburner)
Can You Dig It?: {TF2F}.TüRb!NE. - (3 kills with shovel)
Doctor's Certificate: Maero - (16 kills with bonesaw)
Drunken Brawler: [???] Deviruchi - (4 kills with bottle)
Epic Defender: {TF2F} Spy - (9 kills with wrench)
Fire Spitter: {TF2F}blistering - (100 kills with flamethrower)
Flare Gunner: {TF2F} FlyingPenguin - (12 kills with flare gun)
Grenade Spammer: GeneralSheep - (47 kills with pipe)
Grey Matter: STar - (168 snipings as sniper)
Hadouken Master: Xandier - (1 kills with pyro taunt)
Hot Potato: {TF2F} BOOSH Rizzilio - (4 kills with rocket deflection)
I <3 Sasha: {TF2F} Bitch Nasty - (181 kills with minigun)
Knife Maniac: {TF2F} Dartagnan - (109 knifings)
Last Resort: [Ba-El] BoC - (26 kills with smg)
Manslayer: [FRGT] Klare - (10 kills with machete)
Master Fister: Maero - (3 kills with fists)
Peashooter Marksman: Corporal Clegg - (48 kills with scout pistol)
Pickle Squad Award: [NH]Pitt - (18 pickles man handled)
Rocket Scientist: [TF2F]Lancer - (217 kills with rocket)
Scatter Shot: Corporal Clegg - (147 kills with scattergun)
Sentrygun Master: Numenor - (142 kills with sentrygun)
Spam Blocker: {TF2F} BOOSH Rizzilio - (1 kills with pipe deflection)
Spy Checker: {TF2F} Fanlaen - (5 kills with pistol)
Sticky Explosion: {TF2F}Album - (105 kills with pipe remote)
Ubersawer: Psycholord - (27 kills with ubersaw)
Stats Refreshed 6/24/2008 5:00:03 AM CST
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